
ac.skill('能量扫射'){
    temp = '攻击触发',
    odds = 15,
    model1 = [[units\creeps\SylvanusWindrunner\SylvanusWindrunner.mdl]],
    model2 = [[630.mdl]],
    on_run = function(self,hero,target)
        local point1 = hero:get_point()
        local point2 = target:get_point()
        local angle = point1 / point2
        local effect = hero:create_shadow(point1,angle,3)
        local damage = self:dmg_get()
        point1.z = 100
        ac.timer(100*6,3,function()
            local lock = {}
            local num = 6
            for a=1,num do
                local r = angle + (a-num/2 -0.5)*15
                ac.wait(a*100,function()
                    local mover = point1:launch_wave(self.model2,r,1200,900)
                    effect:set_facing(r)
                    effect:play_animation('attack')
                    sc.loopUnit(0.03,mover,70,function(group,unit)
                        if unit:is_enemy(hero) then
                            hero:create_damage(unit,damage,self)
                        end
                    end):set_lock(lock)
                end)
            end
        end)
    end
}